/// \addtogroup world
/// @{
/// \file

#ifndef __WEATHER_H
#define __WEATHER_H

#include "Common.h"
#include "SharedDefines.h"
#include "Timer.h"

class Player;

enum WeatherState
{
    WEATHER_STATE_FINE              = 0,
    WEATHER_STATE_LIGHT_RAIN        = 3,
    WEATHER_STATE_MEDIUM_RAIN       = 4,
    WEATHER_STATE_HEAVY_RAIN        = 5,
    WEATHER_STATE_LIGHT_SNOW        = 6,
    WEATHER_STATE_MEDIUM_SNOW       = 7,
    WEATHER_STATE_HEAVY_SNOW        = 8,
    WEATHER_STATE_LIGHT_SANDSTORM   = 22,
    WEATHER_STATE_MEDIUM_SANDSTORM  = 41,
    WEATHER_STATE_HEAVY_SANDSTORM   = 42,
    WEATHER_STATE_THUNDERS          = 86,
    WEATHER_STATE_BLACKRAIN         = 90
};

struct WeatherZoneChances;

/// Weather for one zone
class Weather
{
public:///c&d
							Weather(uint32 zone, WeatherZoneChances const* weatherChances);
							~Weather() { };

public:///
    bool					ReGenerate();
    bool					UpdateWeather();
    void					SendWeatherUpdateToPlayer(Player *player);
    static void				SendFineWeatherUpdateToPlayer(Player *player);
    void					SetWeather(WeatherType type, float grade);
    
    uint32					GetZone() { return m_zone; };					/// For which zone is this weather?
    
	bool					Update(time_t diff);
private:
    WeatherState			GetWeatherState() const;

private:
    uint32					m_zone;
    WeatherType				m_type;
    float					m_grade;
    ShortIntervalTimer		m_timer;
    WeatherZoneChances const* m_weatherChances;
};
#endif
